About the Game
After hostilities have broken out in Central Europe, the race is on as a pressured US Navy escort force battle off Soviet bomber and submarine attacks on a perilous quest to reinforce NATO defenders in Europe. Meanwhile, in the Persian Gulf, the conflict between Iran and Iraq risks escalating into a larger confrontation between superpowers as both sides indiscriminately attack neutral merchant shipping. And in the Norwegian Sea, an outnumbered Soviet surface force challenges the might of a massive US Navy amphibious force bound for occupied Norway...
Brought to you by the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict. Whether it's gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal.
Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?
Features List
Cold war era between the '60s and '80s
Theatres including North Atlantic, Persian Gulf, Gulf of Tonkin and Mediterranean Area
Dynamic Campaign - theatre scale [beta version launching 2026]
Rich variety of historical and fictional single scenarios
Over 150 Naval units, including original ships and more than 60 aircraft
Pausable real-time controls with time compression options
Dynamic time of day and weather per engagement
Custom soundtrack
Realtime combat
Advanced flight and ship physics
Advanced sensor modeling
Full user scenario editor
Save games everywhere/every time
Detailed and accurate 3D graphics
130 weapon systems and 50 different ground objects
Land facilities and real-world terrain
Planned Early Access Roadmap
Below is our currently planned early access roadmap for Sea Power.

Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Hello from the Triassic Games team!
We have updated Sea Power to version 0.8.2 today. This update includes two large new features for Task Force Mode: Deployment Zones and Unrestricted Mode, along with a variety of small changes and bugfixes.
Task Force Mode: Deployment Zones, Unrestricted Mode, and points rebalance
Campaign-map, briefing, and force-planning improvements
Ship weapon alignment and broader weapon/torpedo/sonar refinements
Beginning to bring Aerial Refueling into the game as a fully supported feature
New Weapon Report, Sensor Tool, and gameplay quality-of-life features
Mission Editor map elements, zones, and briefing-map authoring tools
Bugfixes across Task Force Mode and Pacific Strike - thank you for your reports!
Please see below for full details. We have greatly enjoyed seeing the reaction to Task Force Mode and the Pacific Strike campaign. More to come as we work towards our next major release in late September with the Royal Navy / Argentina release!
- The Triassic Games team
[img src="{STEAM_CLAN_IMAGE}/37689804/cc1c40403408348df2fc3c0580234956d93fd6a9.png"]
Deployment Zones
0.8.2 adds Deployment Zones for Task Force Mode campaign missions. This allows you to position your units within the marked zone, change their formation, and issue their first waypoint. Later missions allow you to place the formation either as a formation, or dispersed into individual units (for example, to assist with evading enemy identification...)
As part of this change, the linear campaign map has become a positioning and briefing surface, with enemy unit markers created for each mission, allowing careful analysis of the situation outside the normal briefing map. The map tools are exposed here as well to help with planning.
Without spoiling later missions, friendly player units appear on the map as well and can be investigated, and player airbases are shown which provide another entry point for airbase prep and air tasking.
[img src="{STEAM_CLAN_IMAGE}/37689804/7b2c55c1832893c51b9b4fc4fcceca7a26a9941a.png"]Deployment Zone visible for mission 02 (Action in the Taiwan Strait). Players can position their force within the blue marked area, examine the briefed enemy units on the map, and use the map tools for planning.
Unrestricted Mode
Task Force Mode campaigns can now enable Unrestricted Mode, which unlocks the Task Force Builder to use all units in the game. In this mode you can play through any Task Force campaign with any ship in the game.
This change necessitated the creation of an automatic points calculator, which runs each time at game startup to generate points values for every unit in the game. This means that modded ships should now work in unrestricted Task Force Mode as well!
[img src="{STEAM_CLAN_IMAGE}/37689804/8575730bcdb5df6f8eda69a23469a6c5c9326353.png"]Enable Unrestricted Mode from the campaign rules when starting a new campaign.
[img src="{STEAM_CLAN_IMAGE}/37689804/d7971c7b07d0d29e44b6c3b4e8a34e935ba46f9b.png"]Task Force Builder for mission 01 of Pacific Strike with all units enabled.
Ship Alignment Updates
A common complaint about ship handling in-game is that ships will often turn to unmask train-limited missile launchers or guns when ordered to engage. To counteract this, we have added an "alignment" toggle in the bottom bar for ships. Toggle this on or off to set the behavior of units as you prefer:
[img src="{STEAM_CLAN_IMAGE}/37689804/b579e04530bc934940dcd471885154afde454933.png"]
[img src="{STEAM_CLAN_IMAGE}/37689804/a9e49a6d960e69f8049c7d6a90004b47a32057c4.png"]
[img src="{STEAM_CLAN_IMAGE}/37689804/6767b656a9c4dd91b3c7941258546f51095760b4.png"]
Aerial Refueling Refinements
We are continuing to work on smaller functionalities that are missing from Sea Power. Aerial Refueling is now supported for player aircraft using a basic context menu action, or by right clicking on a compatible tanker.
How it works:
Receiver aircraft must be compatible with the tanker (e.g., boom aircraft like KC-135A cannot refuel Tomcats)
Right click on a compatible tanker on the map, and the formation will fly to the tanker, enter the queue, and then tank one by one
Tankers will supply fuel until their cargo fuel is exhausted, then RTB
Aircraft (such as A-6E) with tanker loadout will support their compatible receiver types
Formations will fly with the tanker until all formation members have finished tanking, then return to their original waypoints
What is not available yet:
Animated hoses, drogues, and booms
Multi-point refueling systems (only one receiver per tanker currently)
Multi-type refueling systems on same aircraft (KC-135MPRS) - will come later
Compatibility across all aircraft types (this will come shortly)
Perfect tuning of tanker positioning (this will come shortly)
Proper models for KC-135A and Tu-16N (stand-ins are used currently)
Tanking for enemy AI
Automated tanking procedures for player or enemy aircraft
Pre-generated tanker waypoint racetracks (just set up loops for now - place two waypoints, right click the last waypoint and click Loop and the tanker will loop back and forth)
[img src="{STEAM_CLAN_IMAGE}/37689804/9cf6bf4770e68190c3f3ec2d48bbce8c5c7e8b50.png"]Sundowners tank from a KA-3B. Flights will fly in formation with the tanker, with each aircraft taking a turn to refuel, before leaving the tanker as a formation once fueling is complete.
Weapon Report UI
Update 0.8.2 adds the new Weapon Report, accessible from the pause menu during any scenario. It shows a readout of all expended weapons from your force, weapons expended by shooter unit, and enemy weapons expended.
[img src="{STEAM_CLAN_IMAGE}/37689804/ca308b71710385440ee195a08da17d75306cc510.png"]Weapon Report allows careful analysis of weapon effectiveness. Hits, intercepts, and misses are all tracked along with weapon expenditure by enemy units.
Mission Editor Map Elements
To support Deployment Zones (and future Spawn and Patrol Zones), tooling has been added to the Mission Editor. The new Map Elements tab allows placement of map labels, gameplay zones, and mission points/gameplay markers.
The mission editor has also received a visibility toggle bar at the top, allowing mission makers to selectively hide units, waypoints, map elements, and trigger zones, for ease of editing.
[img src="{STEAM_CLAN_IMAGE}/37689804/d7a1e3281d7b391d67c954d4bd61c3eafe257472.png"]01A Senkaku Run with waypoints hidden.
[img src="{STEAM_CLAN_IMAGE}/37689804/6c1560b0de33771113c49593b1adf4f795157c2f.png"]Using the new Map Elements tab, mission makers can set up interactive labeling inside the mission. Use the toggles on the left to show the markers in the campaign map (if the mission is part of a linear campaign), in the briefing prior to scenario play, or in the mission itself.
Supported symbols in 0.8.2 include:
Text labels
Font, font size, absolute/relative scaling on map, color, rotation
NTDS unit icons
Basic arrows
Circle, oval, square, rectangle, or polygon shapes with varied opacity, fill type, and borders
More to come!
[img src="{STEAM_CLAN_IMAGE}/37689804/0887c772549ce6e030fce1d52ff027de81d0c246.png"]Finally, the new label system can be specified in the Mission Briefing tab to auto-generate the briefing map. This then provides an interactive briefing map, centered on the "center of world" marker, which the player can move and inspect. The legacy format is still supported, so missions that do not use this format still work as expected.
Full change list
Newly added features in this release:
Ability to toggle auto-take off for Flight Deck ready up tasks
Added Distress Flare and lights for liferafts
F10 DM/Developer mode: added "God Mode" - makes player units immortal
Improved contrails
Button to enable/disable flare launch
Loading screen and main menu will now show a gameplay tips panel
Added new Weapon Report showing expenditure by unit
Encyclopedia: Hide sensors from units with sensors in the loadout that isn't selected
Encyclopedia: now shows default loadouts for units with loadouts defined
Encyclopedia: Added more encyclopedia data (hit chances against certain target types, etc)
AI: Morale System first pass: Morale can now be enabled in scenarios and will force units to retreat if their morale drops below 20%
Task Force Mode: Deployment Zones are now available for some missions in Pacific Strike, allowing setup of your units pre-mission and formation type selection (Formation vs Dispersed)
Task Force Mode: Campaign map view now supports mission labels; when mission is selected, campaign map view can function as a "pre-briefing" and allow player unit positioning via marked deployment zones, where enabled by campaign author
Task Force Mode: Campaign map view now shows preview NTDS unit icons for each mission, including unit displays for pre-placed units showing veterancy and loadout
Task Force Mode: Added new campaign start options for Unrestricted (all units available) and "Limit unit dates" modes (units which are outside the timeframe of the campaign will not be used)
Task Force Mode: Added info to Task Force Builder showing the player's Task Force units which support an aircraft, when selecting aircraft for purchase
Task Force Mode: Added support for Helicopter slots for Air Tasking setup
Task Force Mode: Added support for difficulty-based spawns in campaign missions
Task Force Mode: Added automated point generator which covers ALL units in-game including mods
Task Force Mode: Scoreboard export to PNG
Task Force Mode: Task Force Builder will now show a Situation panel indicating status of reinforcements and give context to why certain ships are not available
Task Force Mode: Flight Deck for TF units is now accessible for readying onboard aircraft; default ASW prep is disabled if units are pre-readied
Task Force Mode: Mission Debrief panel will now show expended weapons
Task Force Mode: New MissionWarningMessage which triggers a confirmation popup with configurable text to prompt users before campaign mission launch (ex: mission 05)
Task Force Mode: Aircraft squadron skill is displayed in the Flight Deck with new symbols for skill levels (WIP)
Task Force Mode: Added Developer mode controls into F10 DM panel for adding units to task force; modifying points and points cap; unlocking loadouts for owned player units
Campaign: Pacific Strike: Setup all missions for Deployment Zones and map labels
Mission Editor: New filters for units, waypoints, map drawings, trigger zones visibilities
Mission Editor: New Map Elements tab with support for authored display-only Symbols: labels, unit icons, shapes, polygons, etc, and Zones (gameplay regions): deployment, patrol, spawn zones; "Mission Points" dropdown with new "game logic" points, covers RetreatPoints now and will cover more functionalities later
Mission Editor: New AI Behaviors tab (stub) with Morale enablement toggle; more to come
Mission Editor: "Retreat when weapons expended" flag for missile and torpedo boats only; if enabled, these units will retreat to designated retreat zone after primary ASuW weapons expended
Mission Editor: Ability to specify mission briefing map (right pane) to be built entirely from labels created in the mission editor itself
Mission Editor: New Unit Damage State condition to detect when certain system categories are damaged on a unit, can also detect overall integrity
Mission Editor: New "FlightDeck_SuppressDefaultASWPreparation=True" INI key for mission authors who want to prevent ships from automatically having readied ASW helo
Added Argentina mast flag
Add weapon arc data
Changes from previous release:
Modified difficulty settings to be more descriptive
Improved loadout details for ranges and countermeasures
Damage Control: Overhauled DC UI with tooltips and hints, teams knocked out count, and UI groupings
First pass on refining aerial refueling:
Tanking can now be ordered from aircraft context menus; tankers must be compatible by refueling system type (probe/drogue, wingtip, boom)
Tanking aircraft will fly in formation with tankers and go to proper offsets for tanking (positionings are still WIP)
Adding receiver aircraft to tankers will create a queue and aircraft in queue will fly in Vic formation, moving in to take fuel one by one
Compatible aircraft (when selected) can right click a tanker to initiate refueling automatically
Initial pass on aircraft to make them compatible - example KC-135A, Tu-16N (both placeholders), and added configs to KA-3B, A-6E tanker loadout. Setup usn_fa-18a, usn_f-14a, wp_tu-22m, usaf_f-4e as example receivers
Incompatible refuelers will post a message and play the negative VO
Hiding the game UI will now also hide the cursor
Improve missile readying
Improve alignment during weapons firing
Mission Briefings now use the new format from Task Force Mode
Added more details to loadouts (weapon names, approx loiter time)
Optical views: hiding UI with Backspace will now hide the optical mode tooltip hint
Task Force Mode: Updated short descriptions for towed array ships to call out their value as force multipliers
Task Force Mode: Allow for different nation commanders in unrestricted mode
Task Force Mode: Awarded units are now worth their full price and can be sold if not wanted
Task Force Mode: First pass at gender neutral citation texts for later support of male/female commanders for post 1990 campaigns
Task Force Mode: removed ship picker for restricted unit count missions (03B, 05, 08) - replaced with the checkboxes on TF Manager top bar
Task Force Mode: new flag for missions that require all TF units to deploy
Task Force Mode: new hint text that explains how many units will deploy
Task Force Mode: Improve TFBuilder menu load time
Task Force Mode: Refund cost ALWAYS taken from unit ini or roster
Campaign: Pacific Strike: Fixed labels and added a few more enemy units to 02
Campaign: Pacific Strike: Added some random positioning to 03B
Campaign: Pacific Strike: USS Rentz added to campaign lineup
Campaign: Pacific Strike: added more exposition on backstory into slides
Campaign: Pacific Strike: Added missile boat retreat logic and removed Okean AGI from 06
Campaign: Pacific Strike: Fixed proper airstrike trigger, added missile boat retreat logic, fixed rearm cargo ship logic in 08
Campaign: Pacific Strike: added enemy CAP flights to 09
Campaign: Pacific Strike: Removed HMAS Orion from 08 (anachronism)
Campaign: Pacific Strike: Fixed briefing map inset locations for 03A, 05
Campaign: Pacific Strike: added some spice to 08A
Mission Editor: Added tab overflow controls for eventual air tasking (civ routes), background data, and campaign authoring pages
Units: added AdvancedARM and Torpedo stocks to Tarawa's flight deck to accomodate eccentric airwings
Units: standardized radar cross section values for all tactical fixed wing aircraft
Units: Added date limitations to many ship loadouts (e.g. Ticonderoga Late only available in 1985)
Units: added Late loadout for Kanin DDG
Units: revised loadouts for Perth DDG
Units: added DateBased weapons to RAN Oberon
Units: RCN Oberon loadout now includes a post-SOUP variant w/Mk-48
Units: Removed QH-50 DASH capability from all non-JMSDF escorts and Gearing class DDs
Units: all submarines now have corrected diving depths according to their published test depths
Units: Virginia CGN gets SQS-53A in its "Late" loadout
Units: RAN Oberon now has Kariwara towed array in "Late" loadout
Units: Adelaide FFG now has Mulloka hull sonar
Units: Ticonderoga - bow sonar SQS-53B -> SQS-53A
Units: Spruance (ASROC) - corrected service date years
Units: added wire limitations to US and USSR submarines
Sensors: tweaked active performance of many active sonars
Sensors: added bespoke operating frequencies to some MF and HF sonars, slightly increasing effective range
Weapons: slightly tuned speed/range of 65-76 torpedo, range is now 27nmi at 50kt, 54nmi at 35kt
Weapons: Added more weapon profile icons
Weapons: RBU/antitorpedo now breaks wire of a hit torpedo
Weapons: Torpedo interception checks for RBU are limited to once per 7 seconds
Weapons: adjusted RBU-6000 and RBU-1000 minimum range
Weapons: adjusted RBU hit chances
Weapons: Sonobuoys now have accurate lifetimes for those exceeding 1 hour (SSQ-53 is now 8 hours)
Translations
Fixes from previous release:
Ending guiding alignment was not breaking connection for SARH and RC weapons
Fixed buoy RemainingLife
Fix for missing mesh (assault raft) crashing game
Gun alignment problem for vessels
Fix torpedo water entry bugs
Fix encyclopedia weapons display with changing weapon channels
Fix supersonic reference target
Fixed some FPS drop when DM panel was open
Missile contrails were cut off unnecessarily
Aircraft carriers use correct method to determine aircraft support
Save/Load: sensors marked required for engagement would sometimes be reenabled after loading a save, breaking EMCON
Save/Load: Survivor rescue was sometimes disabled for units on reloading save
Save/Load: fixed reloaded aircraft losing their squadron livery, callsign, and proper loadouts
Save/Load: Helicopters launched from ships in-game no longer receive "default 1" callsign when reloading
Mission Editor: flights of aircraft in trigger condition/action units were only saving the lead aircraft
Mission Editor: nation override was not visible in UI when reloading a mission
Task Force Mode: Fixed additional helicopter cost in Easy and Difficult modes
Task Force Mode: Units marked JoinTaskForce did not appear on the campaign map view
Task Force Mode: Fix unrestricted mode not showing all sub-variants
Task Force Mode: Very light damage could sometimes not be repaired
Task Force Mode: Removed incorrect points values from campaign rules doc
Task Force Mode: Campaign variables were not written to a global state - creating issues with persistence for Slava and 08 rearm ship
Task Force Mode: restricted missions like 03B would not show correct player force composition on campaign map
Task Force Mode: Prepare Airbase button could disappear if missions did not have a deploy zone specified
Campaign: Pacific Strike: Airfield in 07 was not reloaded since 05
Campaign: Pacific Strike: 08A is no longer available before completing 08
Campaign: Pacific Strike: Restored submarine threat to mission 10
Campaign: Pacific Strike: Removed cargo ship survival objective from 08; rearm for remainder of campaign is no longer gated by cargo ship objective which did not work properly
Campaign: Pacific Strike: Fixed resupply message on 10 in campaign menu (there are no missions after it)
Units: Alaska CGN ceiling and landing lights setup
Units: Kidd had no gloss map
Units: Texture wrap settings on emblem textures
Units: Texture bug on all Adams variants
Units: F-14A had 360 degree guidance
Units: Nimitz CVN corrected weapon system angles
Units: corrected M-III Ferry loadout issue
Units: corrected loadouts for Tango, Kilo SSKs
Units: removed stealth coating on Ivan Rogov (RCS: Medium -> VeryLarge)
Units: loadout issue with RAN Oberon
Units: "Early" loadouts now have dates for some units
Units: Sampan had too large RCS
Units: Airfield_small had no "limit integrity"
Weapons: flight characteristics of RIM-67C, SA-N-6, SA-N-7
Voiceovers: Japanese voiceover now uses proper Aviation English for altitude callouts
S-300 battery targeting points
Null refs
Hello from the Triassic Games team!
Today we are releasing a small patch for v0.8 containing hotfixes for various bugs reported after release.
Importantly, this update includes:
Fix for mid-mission saves from the Pacific Strike campaign not working properly
New Sensor Tool accessible from the EMCON menu, providing various details/characteristics on each sensor for the unit
A variety of small fixes for Task Force Mode and Pacific Strike campaign
Thanks to the community for your patience as we work to get bugs resolved as quickly as possible!
- The Triassic Games team
[img src="{STEAM_CLAN_IMAGE}/37689804/589fa7faa340337f05a8f89cbbe6f180792a90ee.png"]
Full changelist:
Newly added features in this release:
Added Sensor Tool accessible from the EMCON menu on bottom bar, with detailed sensor characteristics
Units: Added Strike Cruiser (CSGN) as Alaska class CGN with 4 variants (added in 0.8.0)
Units: Added V-19 V/STOL "Hoot Owl" (Grumman 698 concept) for Strike Cruiser (added in 0.8.0)
Units: Added F/A-18A Hornet with USN, USMC, RAAF squadrons (added in 0.8.0)
Units: Added BRU-55 bomb rack and new Hornet loadouts
Units: Added laser guided rounds to Alaska class CGN
Some new loading screens from v0.8.0 courtesy SqnLdrMartin and ryu1940!
Updates from previous release:
TMA: Improve velocity & acceleration characteristics based on contact kind & after contact loss. Added optional (default off) velocity display from sampling distribution.
Task Force Mode: Added text below Task Force Manager (top bar) noting that right click is used for management options
Task Force Mode: killing civilians now results in negative penalty and costs points
Task Force Mode: Added ability to refund aircraft one at a time or as a group
Campaign: Pacific Strike: added hint/clarifying message to mission 05 Strike on the Monster on best strategy to use
Campaign: Pacific Strike: reduced Silkworm battery count and Strela MANPADs on mission 03 Running the Palawan Passage
Campaign: Pacific Strike: added unit picker to mission 05 allowing the player to select the ships to deploy
Campaign: Pacific Strike: added all helicopters to purchase list for all missions
Campaign: Pacific Strike: updated campaign rules to clarify that right click is used for management options
Scenario: Campaign Missions/01A Senkaku Run: changed S-3A loadout to ASW and pre-deployed towed array and towed decoy on USS Hawaii
Units: Updated model, serials, and liveries for F-111C and F/A-18A
Units: Added air-to-ground loadouts and chaff to Mirage III
Units: Fixed torpedo loadout types for RAN Oberon and Israel Gal class submarines
Units: Added new profile images for several new units
Sensors: buff active performance of HF/MF sonars, nerf active performance of LF sonars
Sensors: standardize SignalProcessing and allow narrowband analysis from certain hull arrays
Translations
Fixes from previous release:
Spy ships are properly ID'd again
Wire guided torpedoes no longer attempt a top attack
Fixed long range shots for Vodopod system
Towed arrays no longer fly into the stratosphere searching for Santa's reindeer
Fixed an issue where Walleyes would not properly hold targets
Killed submarines will now sink immediately vs floating to surface
Aircraft: More fixes for unwanted aircraft oscillation
Task Force Mode: Saving mid-mission now properly generates a companion campaign save - this should no longer prevent reloading of campaign from outside campaign menu, if temp campaign save is cleaned up
Task Force Mode: Repairing units could sometimes only apply to a previous mission and not to the live Task Force
Task Force Mode: CSAR points were sometimes not applied correctly
Task Force Mode: Replaying missions and failing them could flip the mission to incomplete in campaign map view in certain cases
Task Force Mode: Units in hangars will no longer join the Task Force incorrectly
Task Force Mode: Destroyed aircraft lost inside ship hangars are now correctly removed from player Task Force
Task Force Mode: Missions with restricted ship counts (03B, 05, 08) would not respect airgroups assigned to each ship in the campaign map UI
Task Force Mode: Adding new ships occasionally was not properly reflected in launched mission until reloading a save due to stale data
Task Force Mode: Air Tasking no longer clears Ready Up tasks for aircraft of the same squadron
Task Force Mode: Restored points cost directly to campaign roster to avoid conflict with modded base game files producing 0 pt cost units
Task Force Mode: Commander discount will now always drop at least 1 pt from unit cost regardless of unit base cost
Campaign: Pacific Strike: RNZAF aircraft will no longer incorrectly check out on 04 if lost
Campaign: Pacific Strike: restored proper airstrike counts to 08
Campaign: Pacific Strike: altered positioning of S-300 site in 08A for easier VID task
Campaign: Pacific Strike: relocated player CAP flight in 05
Campaign: Pacific Strike: typo in mission 08 description
Campaign: Pacific Strike: 03B and 04 now have the same ship allowlist reflecting their connected nature in timeline
Campaign: Pacific Strike: fixed rearm variable set by rescuing cargo ship in mission 08
Units: fixed torpedo tube arrangement on Alaska class CGN
Units: Alaska CGN flight deck ammo erroneously having unusable weapons
Units: fixed missing colliders for PLA AAA guns
Units: F-15C Sparrow positioning updated to F-15A standard
Units: Stenka is now "Patrol Boat" rather than "Torpedo Boat" to reflect its actual role
Units: added slight reduction in narrowband screw tonals for single shaft SSKs (Agosta, Uzushio, Yushio, Kilo)
Units: Los Angeles SSN max speed 33kt -> 35kt
Weapons: corrected flight profile of Styx and Silkworm series of missiles
Weapons: corrected range of TLAM series to block II standard, 675nmi ship launch, 450nmi sub launch
Weapons: disallow TLAM firing on mobile units again
Weapons: corrected hit probabilities of gun projectiles, reduced fuze radius
Nullrefs
Hello from the Triassic Games team!
We are releasing another patch today which fixes a major issue with missile speeds not working as expected. This especially affected missiles with group guidance capability, like the Granit or Bazalt (SS-N-19 and SS-N-12). Several fixes for the Molniya campaign are also included along with more weapon tuning.
This release also adds a new folder into the Scenarios menu called "Intro Scenarios". These are basic beginner scenarios, ideal for new players, intended as a place to start after completing the tutorials:
Red Sea Breakout - NATO (1988): USS Yorktown has been directed to force the Bab al-Mandab Strait. Soviet-backed Yemeni forces are attempting to deny the passage with fast attack craft, MiG-21 fighters, and coastal missile batteries. Fight through the defenses and enter the Gulf of Aden to assert the right of innocent passage.
Narvik Counterattack - Soviet (1985): NATO forces are attempting to attack our beachhead at Narvik. Command two Northern Fleet destroyers to repulse their attack.
Thanks to the community for your continued support!
Fixes from previous release:
Campaign: Molniya missions 3, 4, 5 fixed some AI units with incorrectly overridden ROE to Weapons Tight
Fixed corrupted Mission Editor map centerpoint icon
Fixed missiles not accelerating properly
Fixed issues with group guidance for Granit and Bazalt missiles
Fixed booster run times and ground unit targeting
Null refs
Improvements and additions:
Campaign: Molniya mission 4, removed S-3A that immediately spots the player
Sensors: DECM/OECM behavior revised, most advanced ECM sets are somewhat more capable against missiles (slightly higher JamChance)
Weapons: increased initial flight duration of UGM-109
Weapons: AGM-84 acceleration increased to 0.5G
Removed port side windows on E-2
Translations
Scenarios: adding new Intro scenarios folder; new intro/beginner scenarios "Red Sea Breakout 1988" and "Narvik Counterattack 1985"
Today we are posting another hotfix for a few issues encountered recently. This patch release resolves the issue with tutorial search areas not appearing on the map, corrects firing arcs for the Kashin Mod destroyer's SS-N-2C missiles, along with other small fixes.
We have now added a "Restart Mission" button to both the Pause menu and the Debrief/AAR menu. Additionally, many weapons have received a proper sustainer effect, with more to come later on. This patch includes minor stat updates for weapons and adds South Yemen nation for some upcoming scenarios.
Thanks to everyone in the community for continued support!
Fixes
- Fixed an issue where trigger Action_UnitWaypoints could not properly read waypoints with speed/EMCON/ROE/altitude changes
- Fixed issue with tutorial windows not enabling marked areas on the map
- Disabled white monolith which hid somewhere in the vastness of the ocean
- Incorrect arc size calculation for Kashin Mod SS-N-2C
- Edge case in land unit braking to fire
Updates and additions
- Updated Noesis UI to 3.2.12
- Updated translations
- Weapons: USN SAMs (SM-1, SM-2, RIM-7M) - increased maximum target speed by roughly 10-25%
- Weapons: added improved sustainer rocket effects to all weapons that have sustainers
- Weapons: SA-5 updated with kinematics
- Weapons: Sea Cat Mk.1 and Mk.2 now have anti-surface capability
- Units: SA-N-3 and SA-N-7 amended AssociatedSearchSensors as these systems have optical FC backups
- Added Restart Mission button to pause and debrief window
- Weapons: Add the ability to have dynamic sustainer and trail durations based on missile flight time or missile burn times
- Units: Added South Yemen separatists as new nation, added flag, added South Yemen squadron to MiG-21, added new International Terrorists flag
This patch fixes some invincible land units as well as some other minor issues.
Fixes
- Some collider definitions to fix some invincible units
- Urals had ridiculously high normalmap values, toned that down
- Mobile land units with rear arc could not align to target
- Weapons: MM38 exocet material
Updates and additions
- German translation
- Biologics now have randomized speed when telegraph above 1 is set, to make them less distinguishable
- Ability to retexture any material of an unit depending on variant
Here's another patch with some general fixes. Notable highlights include some improvements to the campaign persistence, some visual improvements, and lots of changes to weapon performance and characteristics.
Fixes
- Campaign: Molniya missions 4 and 5 fixed issue with persistence of logistics ships
- Units: fixed missing language entries for PACAF F-4Es
- Units: Skipjack SSN encyclopedia length 97m -> 76m
- Units: PACAF F-4E scheme low-viz USAF roundels corrected location
- Fix weapons being launched beyond max range
- Fix underwater missiles stalling
- Smokeless rocket motor FX accidentally infinitely looping
- Weapons: SS-N-19 flight profile bug
- Weapons: Mk-46 unable to hear quiet submarines at max seeker range
- Weapons: RIM-66 positioning on Mk26 rail
- Weapons: flight profile for Exocet missile is corrected, 32ft cruise, 23ft approach, 7ft terminal
- Some shadow quality not applied
- Return scenario folder descriptions to existence
- Scenario: Incorrect date in PLAN 03 briefing
- Restored loadout name to aircraft Ready groups in Flight Deck UI for German localization
Updates and additions
- 114mm Coastal Artillery tweaks and LODs
- Weapons: standardized AShM radar cross-section - larger missiles will have slightly higher cross sections now
- Weapons: RGB-1 and RGB-3 lifetimes corrected (45 and 5 minutes respectively)
- Weapons: added Home On Jam (OECM tracking) for many weapons:
- SM-2, RIM-8, AIM-54A, RIM/AIM-7M
- SA-N-1C, 3, 6, 7, SA-4, 5, 6, 11
- Harpoon, TASM, many soviet AShMs
- SM-2, RIM-8, AIM-54A, RIM/AIM-7M
- Weapons: slight tweak to some SAM MaxFlightTime values
- Weapons: adjust SS-N-12/SS-N-19 seekers for more reliable target distribution
- Weapons: flight profiles for AGM-84 harpoons, launch is now smoother and more dynamic
- Weapons: MM38 exocet remodeled and retextured
- Sensors: fighter radars with LookDownMultiplier=0 now changed to be able to detect aircraft at extremely short range
- Sensors: standardized MinAlt entries for fighter radars, mostly lower radar floors
- Changed formation "Air Defense Orders" to "Rules of Engagement" in context menus
- Units: MPAs now have corrected sonobuoy counts
- P-3C: 84x sonobuoys (from 60x)
- P-2H: 40x sonobuoys (from 60x)
- Tu-142M: 140x sonobuoys (from 42x)
- Il-38: 150x sonobuoys (from 32x)
- P-3C: 84x sonobuoys (from 60x)
- Units: Ka-27PL sonobuoy type changed to RGB-NM-1 exclusively
- Translations
- Weapons: AGM-84C
- Weapons: small sustainer rocket motor effects for non-jet powered antiship cruise missiles (like exocet or SS-N-2)
- Added following land units:
- AAA truck with 57mm S-60
- AAA truck with 37mm 61K
- AAA truck with 23mm ZU-23
- AAA truck with 57mm S-60
Today we are releasing Patch 0.7.3, which resolves a UI crash and rolls in additional fixes for the campaign, as well as some unit/sensor enhancements and fixes. This update also introduces new environmental enhancements, including experimental sun shafts and improved fog.
These environmental features are disabled by default and can be enabled in Video Options.
We have also reduced gun CEP by 40 percent across all ship guns. This is the first step in a broader effort to improve naval gun performance and behavior. Further refinements are planned.
Thanks everyone for your continued support!
Fixes
Additions and Improvements
Hello from the Triassic Games team!
We are releasing a small hotfix update for the v0.7.1 release. This update fixes some issues encountered with weapons and the campaign, and also adds Vietnamese as a fully supported language for Sea Power.
Thanks everyone for your continued support!
Newly added features in this release:
Added Vietnamese as a fully supported language for all game menus (missions and campaigns WIP)
Units: Blank liveries added for all non-Soviet aircraft (Soviet aircraft WIP)
Changes from previous release:
Added ability to switch selected unit loadout in Encyclopedia via Unit Reference loadout dropdown
Updated Noesis UI to 3.2.11
Kinematics: missile drag factor capped at 10 for now
Launched air units will now have the same crew skill as their carrier
Weapons: Mk46 range 8nmi -> 4nmi, seeker FOV increased 60 -> 90, changed seeker type from active to active/passive
Weapons: Mk48 now only uses passive guidance when attacking ships
Weapons: small tweaks to AA-8 range and typical firing parameters
Sensors: OECM (ALQ-99, Buket, Azaliya) increased gain
Translations
Fixes from previous release:
Fixed hypersonic Walleyes
Fixed zero typical launch speed missiles under-performing
Persistence data applied while loading a campaign mission save
Mission Editor: Tooltip style did not support max width of text and text wrapping
Weapons: Mk37 torpedo unable to attack surface targets
Campaign: Molniya mission 2 civilian casualties objective was not completed properly
We are releasing a small hotfix update for the v0.7.0 release. This fixes a few issues encountered today with missile and torpedo retargeting mistakenly, and enhances some aspects of voiceovers, units, and the new campaign. Thanks everyone for your continued support!
- Fixed an issue where some missiles/torpedoes could not be re-targeted properly
- Voiceovers: added missing UK VOs (still need radio effect and boost volume); fixed issue with CN VOs using incorrect We're Hit callout
- Units: early Belknap, Leahy, Long Beach with "Late" loadouts with RIM-67A SM-1ER
- Units: add new SPS-39 antenna to early Coontz and Leahy ships
- Campaign: Strike Group Molniya dispatches reformatted for better display on all resolutions; note about Kynda missile reloads added to mission 1 for clarity
- Translations
However, we have recently upgraded our UI system and it has lead to a new bug where the first waypoint will no longer visually update when being changed. The unit will move to the new position, it just will not properly display on the tac map/map. We will be working on a fix as soon as possible for this issue.
EDIT: The waypoint issue has been fixed with patch 0.6.6.
EDIT: The font issues for Chinese and Korean have been fixed with patch 0.6.7.
EDIT: The "black terrain" issue has been fixed with patch 0.6.8.
Change log:
Fixes/Improvements
- Fixed crash in Flight Deck and potentially other UI related areas
- Adjusted logic for aircraft launch of certain weapon types (AGM-62, AS-14B) to accommodate new aircraft re-attack update
- Speeded up loading times
- Updated HY-3 with more accurate specs, thanks to SqnLdrMartin
- Aircraft popup mechanics
- translations updated
- Chinese and Korean fonts were partially missing
- Mission editor: missing countries in the list of countries; plans for ships are displayed again
- Mission editor: Simplified workflow for countries
- Setting Autogen Off in options caused terrain to be black, and some other lighting issues
Today, we are updating the Beta branch with two major changes: (1) a complete overhaul of how air operations from airbases and carriers currently function, and (2) native support for loading of 3rd party models for modders! These changes are in addition to another round of bugfixes and other improvements described below.
Major Overhaul of Flight Deck Operations
This update of the Beta branch includes a major update for how Flight Decks work in-game. This comes after many community requests for more realistic air ops. Note: because this change is highly impacting to how carriers/airbases work in the game, we have included a difficulty setting in the game's Options to disable or tune it! All new behavior is described here:
All aircraft (including helicopters) now have individual loadout preparation times, and cooldown/servicing times after recovery
Flight Decks now have limited Ground Crews to prep aircraft, and limited Deck Park space for prepped aircraft to wait for launch
Ground Crews are crews available to fuel and arm aircraft - once all Ground Crews are assigned, further prep orders must wait until Ground Crews are available
Deck Park spaces limit the total amount of aircraft that can be waiting to launch at any given time - if Deck Park is full, you must launch off aircraft to free up Deck Park space
Note: prep/cooldown times are shown as timers on the Flight Deck UI. Ground Crews and Deck Park are shown by gauges that will fill up as space is used.
Added a new Rally Point mechanic to allow players to define a rally point and altitude for aircraft launched from the airbase/carrier
To set Rally Point, right click on the airbase or carrier, then go to Flight Deck > Rally Points.
Rally Points can be set for aircraft, VTOL aircraft, and helicopters independently
To set the Rally Point location, click on the rally point unit type and then right click on the map to place it.
Note: rally point visibility is still WIP and will be added soon.
Airbases/Carriers now have limited ordnance stores ("ammunition"), especially of advanced weaponry, such as Phoenix and Harpoon missiles
The Mission Editor has been updated to allow mission-makers to configure prepped aircraft and allocate airbase/carrier ammunition stores
Added a new Flight Deck Timings setting in Options with 3 modes: Realistic, Casual, Arcade. Arcade mode disables prep/cooldown times.
Native Support for Loading of 3rd Party Models
Loading of 3rd party models (OBJ format) is now supported natively in-game! This greatly simplifies use of mods with custom models, as chain loader tools are no longer required.
Note: Workshop modders who have posted mods with 3rd party models included should test their mods against the Beta branch if possible to confirm their models will load properly.
Mission Editor Improvements
Continuous improvement of the Mission Editor is a high priority for our team. With each update, we are bringing new refinements to it as we work through a backlog of requested features from the community. Most of the changes in this update are to support the Flight Deck overhaul, but several requested features have been added as well:
Controls for all new Flight Deck mechanics from within the Mission Editor
Ability to pre-plan aircraft preparation, making aircraft available immediately in the mission for player and/or AI
Ability to customize Flight Deck ammunition stores
New trigger actions for weather changes and reactivation of triggers
New waypoints for sonobuoy deployment, including "drop in line" and buoy depth
Checkboxes to disable airbase AI, and new trigger action to enable or disable it (allowing mission-makers to delay AI launching aircraft)
Removed unused Stores and Damage dropdowns; these will be added back once functional in the future
AI Enhancements
This update includes some smaller changes to AI logic. Please see the next section for a broader update on the status of Sea Power's AI.
Refined AI aircraft engagement logic; AI aircraft will now try to engage targets based on priority vs. chasing off after the first identified target
Crew proficiency will now impact speed of AI decision-making (experimental!)
Update on AI Progress
Improving Sea Power's AI has been a key focus for the team in the second half of this year. Work is proceeding along two main tracks:
1. AI Framework: a new moddable/scriptable AI framework is in development, allowing mission and campaign creators to script custom AI behavior. This system will let modders design and share their own AI logic for ships, aircraft, and task groups.
2. Core AI Enhancements: Parallel to the framework, the base game's AI continues to evolve. Recent improvements, all of which are now available in the latest Beta branch, include:
The AI commander is now able to classify player ship and aircraft formations based on certain formation characteristics, such as a group of radar contacts on a similar heading and speed
AI airbases (including aircraft carriers) will launch AEW&C for air surveillance
AI airbases will send up CAP flights of fighters and maintain/refresh them
AI airbases will launch interceptors if an inbound strike is detected
AI airbases will launch attack aircraft with jammer support to attack any player sea or land units detected - airstrike composition will vary based on detected unit characteristics
Changes to the base game AI that are in currently in progress or planned include:
AI reconnaissance using available assets to search for the player
Expanding AI airstrike capability beyond bomb attacks only
Implementing a Morale based system for AI behavior and reactions
Improved anti-submarine warfare tactics when hunting player submarines
Improving AI use of munitions with proper engagement envelopes for torpedoes and missiles
... and much more!
Full changelist:
Bug Fixes
Mission Editor: Some cloud coverage states were not correctly loaded from mission file
Mission Editor: The FlightDeck_AutocalculateAmmo flag didn't load inside Mission Editor
Loadout availability was not updated if there were no planes of this type ready to fly on the FlightDeck
Scenario: Operation Morvarid map labeling updated
Chinese flag override
Null refs
Submarines went to surface on attack waypoint execute
CAP planes attack own missiles
Resolve potential for undefined Enums to be returned in IniHandler
Newport class LST Barnstable County flown flag of Netherlands by default
Planes currently on RTB become uncontrollable after loading save
Submarine stuck in AI state after being transferred to player by trigger
Wrong torpedo on Shershen class
Civilian routes not functioning with new FlightDeck AI
Wuhan tubes 5 and 6 animation
Nuclearstonk's fixes for Shanghai 2B and Type 010 sensors
Other scenarios folder naming conventions fix
Save/Load: Towed system trail renderer segments positions were saved in Unity coordinates that caused incorrect cable positioning in the 3d world on load from a savegame; changed to Geopositions
Faulty terrain at 18.1/118.3 lat/long
Fixed black pixel under sun caused by overflow in the cloud shader
Typo in EA-6B Prowler speeds in ini that made it instantly spend all fuel on Max speed setting
Kilo had a 6-barrel boomstick
Bayandor CIWS crew not disappearing when ship is sinking
No pilot spawn for F-15 and F-15C
Cirrus cloud fog was disabled
Mk25 default reload time
B-52 phases through ground and Turboprops accelerate wayyyyy too fast
Wingman could block formation RTB if sent to act independently
Different paths in file checker and actual ini
Scenario: PLAN 03 Op Silent Spear enemy SAG waypoints
050 BMG description
SA-N-3 ghost AO imprint texture fix
Typos in Tutorial 05
RandomTurns provide one more waypoint
VID order breaks waypoint execution for units
At certain cases weapons could not lock at target
Missile objects were not removed after dropping submunitions
Typo in loading aircraft in ready state in Mission Editor
Temp FIX that we will definitely not regret in about two years: Allow up to 4096 unit types
Improvements/Additions
Updated translations
WIP on AI: Aircraft behaviour improvement. Aircraft will try to engage closest target by priority.
E-15 torpedo sensor/noise tweaks
Terrain shaders
Helicopter now automatically cancels unreachable waypoint if it has more waypoints
Submarine emergency surface rework
Limit retarget ability for aircraft AI
Tweak Flight Deck UI for new prep/cooldown, ground crews, and deck park mechanics
Scenario: updated campaign missions 04A/04B, 05A/05B with new airbase ammunition and aircraft ready states to retain original balance
Edited Tutorial missions to reflect new Carrier Ready Times; corrected stated carrier launch speed from 30 knots to 20 knots (including localizations)
IRIAF F-5E refactored to USAF F-5E
Increased damage with depth
Subs can deflood to MIN state
Soviet subs crush depths
Mission Editor: Removed "None" values from enums, replaced with local string arrays to display correct lists in the Change Weather trigger action
Mission Editor: Removed Stores and Damage dropdowns until these are implemented later on
Mission Editor: new trigger actions for weather changes
Mission Editor: Checkbox for Unit to disable Flight Deck AI in missions
Mission Editor: Trigger action to activate/deactivate Flight Deck AI
Mission Editor: Reactivate Trigger action; Proper disposal of deleted Triggers from lists
Mission Editor: Sonobuoy drop waypoints and drop in line capability
Mission Editor: Ammunition Stores on the Flight Deck window as new tab
Mission Editor: Random unit spawn UI
New Condition type "NoIncomingWeapons" (experimental)
New loading screens (thanks Cosmo!)
Ability to add Supply System ammo to aircraft which will unload to Flight Deck ammunition stores once landed (experimental)
Allow variant index to be saved in profile images
UNITY_DOTS_DEBUG flag to project to enable safety checks for burst compiled code and allow for better tracability of potential crashes
P-3C squadron callsigns
Runtime OBJ Mesh Loading - native support for OBJ file loading for modders
Added JASDF pylons for F-1/T-2
Added F-4EJ reference for AN/APQ-120 radar entry
Add prep and cooldown time to Flight Deck, with options for Arcade, Casual and Realistic modes
Prep and cooldown values to all aircraft and helicopters
Added Loadout times to all aircraft and helicopters
EXPERIMENTAL: AI decisionmaking delay based on crew proficiency level
Ability to preset FlightDeck preparation task for aircraft
Player ships will have 1 ASW helicopter ready to launch on mission start
Default status text for submarines
Ability to set Rally Point for aircraft, VTOL, and helicopters with waypoint and altitude from FlightDecks
UK sensors from nuclearstonk for future RN expansion
Jammers are now detectable by ESM, identifying the jammer
WIP on airstrike: ability to have different plane types in one airstrike
Ability to limit AI aircraft to certain usages only
Mission: Arctic Intercept 1985 (NATO)
Implement Deck Park spots in Flight Deck
Flight Deck magazines basic setup; aircraft now cannot be launched if there is not enough ammunition
Sea Power - 1st AMA
Hello everyone! It's been nearly a year since our last survey, where we set out priorities and got to work. While we have not been able to deliver on all of them as quickly as we wish, we plan to release the first iteration of AI upgrades in the very near future. In the meantime though, we would like to host our first AMA to see what all of your questions are about the future and current state of Sea Power. Feel free to submit your questions here!
Note: Your alias/name will be shared publicly if you choose to fill it in on our AMA form. If you wish to remain anonymous, feel free to put N/A!
https://forms.gle/8GEEBWJoQxYjbGAr7
*Should be active for 2-3 days!*
Current Release
Build 24297410
Uploaded Jul 23, 2026
System Requirements
How to Install
Sea Power.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
10.8 GB
24297410
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